Beyond action rating (which is intrinsic to the character), Forged in the Dark games measure actions on two axis - position and effect.
Now, I’ve always struggled with this, because there’s no acknowledgement of difficulty. (I’m aware that you can fold difficulty into position - if you’re good, the difficult stuff is less risky, but that’s not how my mind works or my table flows.)
The FitD-adjacent game Wildsea, and the Resistance system (Heart and Spire) both forgo position for difficulty (while keeping effect). I like this, but now I miss position. Difficulty actually lowers your dice - you can’t achieve something wondrous if you’re not skilled enough, and those with enough skill still suffer a real risk. (This is contrary to FitD, where if you’re rolling 4d6, you’ve got a ~94% chance of success no matter what you do, and a greater than 50% chance of success without cost.)
Is it feasible to run a game with all three axis - position, difficulty, and effect? Or is that too much?